It has been a while since I last updated this blog.
If you’ve been following this series, you probably noticed that I was posting regularly for a while… and then I suddenly disappeared.
The reason is simple: I started working on something new.
I’ll talk about that project in a future series of posts, but I don’t want to lose focus on what this series is about.
The truth is that I put Balanced Dungeons on hold because this new project felt far more exciting.
And I think that’s something that happens to every developer.
New ideas are exciting. New challenges are motivating.
Continuing to polish, fix bugs, and improve an existing project is usually much less appealing than starting something completely new.
I’m a very creative person, and new ideas come to me all the time. Staying focused on a single project is probably one of the hardest things for me.
But eventually, I came back.
Not because the game suddenly became popular.
Not because people were asking for updates.
Actually… quite the opposite.
The game has only received a handful of downloads and very little feedback.
Still, I wanted to improve it.
I wanted to fix the rough edges, make it a better experience, and continue learning from the process.
After all, that was always the original goal of this project.
Balanced Dungeons was never meant to become my dream game.
It was meant to teach me what it feels like to develop, publish, maintain, and improve a game over time—even when almost nobody is playing it.
That, by itself, is an incredibly valuable experience.
Will it become a successful game?
Probably not.
Will many people ever play it?
Maybe not.
But I’m still proud that I committed to finishing something, putting it out into the world, and continuing to improve it.
Because, at the end of the day, that’s what this journey has always been about.